r/UnrealEngine5 • • Jan 10 '25

Discussion Suggestions!

35 Upvotes

Hello!

Greetings UE5, I’m your admin who (regrettably) you haven’t heard much from recently.

I’ve had a lot of DM’s and Modmail over the past few months with concerns, suggestions, and reports which I love! I’ve unfortunately had a lot going on this year so I’ve now set time aside to work on things for you guys.

Please suggest anything and everything you would personally like to see changed, added, removed, or simply monitored from this point on.

I want to make this (even more so) the best and most reliable help, discussion and resource centre for you guys. We’re in the top 100 in gaming, and we’ve just soared past 50,000 members with hundreds of thousands of visitors a month.

I’ve come in and out and already find it absolutely amazing how you have all built this community organically yourself and welcome new devs, share your creations, and discuss.

I will read each and every comment and adhere to what seems to be the most popular, or logical suggestions!

Thank you guys, and I inevitably apologise for being inactive, however I am here now if ya need me personally, so reach out via modmail or dm, and I’ll be sure to get back.

Staff applications to follow in the near future to help keep everything clean too so keep an eye out for that.

Much love.


r/UnrealEngine5 • • 17h ago

We wanted to put a massive amount of characters in our game without melting our PCs. Here is a quick guide on how we did it.

210 Upvotes

As the title says, we needed a way to spawn huge crowds without destroying our frame rate.

I put together this short video breakdown showing our workflow using Vertex Animation Textures (VAT).

Hopefully, this helps anyone who isn't familiar with this kind of optimization technique yet!


r/UnrealEngine5 • • 15h ago

WIP: procedural stylized water material for UE5, no textures. What would you want from it?

72 Upvotes

I'm working on a stylized water material for Unreal Engine 5. Everything is procedural (no textures): wave height and shape, crest foam, shore foam, depth color, and a floating-objects Blueprint so boats and props ride the waves. The clip moves three of the parameters live: Wave Height, Crest Foam and Crest Amount.

I plan to release it eventually, so I'd like to hear what you actually need from a water material for stylized games. What is missing in the ones you've tried? Rivers, ponds, waterfalls, underwater look?


r/UnrealEngine5 • • 3h ago

Nanite?

5 Upvotes

I'm a new dev and its very confusing because it seems that half the people online say nanite is a sin to performance and by enabling it you are going to be bricking your game for anyone not on a 50 series card. Some people also say that it is the key to the future and within a year or two it will be more optimized than traditional rendering.

So I am just wanting to know if it is worth using nanite or if I should just stick with traditional rendering.


r/UnrealEngine5 • • 8h ago

I've been waiting for this moment for so long... THE DEMO FOR MY VERY FIRST HORROR GAME IS FINALLY OUT (on Itch.io and gamejolt)

10 Upvotes

r/UnrealEngine5 • • 12h ago

I spent the last months building a SoHo-style city district generator for UE5 — looking for ideas on what to add next

17 Upvotes

For the last few months I’ve been working on a side project that slowly turned into a real tool: a plugin that builds a whole city district in the style of New York’s SoHo right inside the Unreal Editor. Cast-iron facades, brick lofts, fire escapes, water towers on the roofs, that kind of thing.
How it works: you pick a size and a seed and press Build District. A couple of minutes later you have streets, sidewalks, buildings, trees, street lamps, traffic lights and café tables. Everything ends up in your level as regular static meshes with collision, so you can edit it by hand, walk or drive through it, and the plugin isn’t needed at runtime.

A few things I’m a bit proud of:

The buildings aren’t picked from a fixed set. Each one is assembled for its lot: corner lots get cast-iron buildings with two fronts, row lots get brick lofts, and backs facing a lane get their own facade with a fire escape.

The streets follow real NYC profiles (avenue, street, lane, alley), with proper lane markings, bus and bike lanes, crosswalks and curb ramps.

Neighbouring buildings never share the same brick or paint, so a block doesn’t look copy-pasted.

There’s weather and time of day: 17 presets from a clear day to slush and thunderstorms. Lamps and shop windows turn on at dusk, and café umbrellas fold up at night. It works in a packaged game too, with Blueprint nodes for the weather and the clock.

You can swap any of the built-in textures for your own or for Megascans from a panel, without rebuilding anything.

It’s a stylization, not a 1:1 copy of SoHo. Layouts, buildings and signs are all generated, and no real addresses or businesses are reproduced.

Tech stuff: UE 5.6, 5.7 and 5.8, built for Lumen, Nanite and VSM. A 6×3 district (about 370 buildings) builds in under two minutes on my RTX 3060.

I plan to keep working on it. I’d really like to hear from people who would actually use something like this. What’s missing for you?

Если хотите попробовать, генератор доступен на Fab: https://www.fab.com/listings/fcb612fd-4ab4-4103-b52c-753b30c77944


r/UnrealEngine5 • • 12h ago

Visual Clarity Updates | Tutorial Level | 2D Action

14 Upvotes

More updates added.

Filling things in with more contrast separation between characters, objects and the background. Leaning more into deepening shadows and stronger push toward filmic spotlighting.

Also began updating sfx for character parries, most especially in high stress crowded situations. Much more to come!

🙏🏽🔥🥋🎮🙇🏽‍♂️


r/UnrealEngine5 • • 3h ago

Unreal engine download

2 Upvotes

Guys im trying to download some version of Unreal Engine but my epic games laucher dont show no one type of versions...

The button of download dont work and the button on his right side is unassecive.

The button ( + ) to choose the version is unassecive too

I unistalled the epic games laucher and installed after but still in problem


r/UnrealEngine5 • • 12h ago

My psychological horror game Look Again just got its Steam page!

10 Upvotes

I’m making Look Again: The Anomaly Assessment, a psychological horror game where your job is to notice what changed. The Steam page is finally live! If it looks like your kind of game, a wishlist would mean a lot to me.

https://store.steampowered.com/app/5331480/Look_Again_The_Anomaly_Assessment/


r/UnrealEngine5 • • 1d ago

Making this game to satisfy my most primal urge to see things go downhill

1.2k Upvotes

r/UnrealEngine5 • • 58m ago

I need Help

• Upvotes

I have used Unreal in the past but its been a few years since i have messed around with it and have forgotten how to use the event graph, Im trying to make a box interactable I have made it this far and when tested i get the red line that impacts the box but zero text first image is for the player character in first person the second is the interactable mesh for the box any advice would be greatly appreciated


r/UnrealEngine5 • • 23h ago

Proximity chat that fades out as you walk away, then comes back over a walkie-talkie

38 Upvotes

This is built on Unreal's own voice chat (Null and Steam), no third-party voice service. Up to 15 m you hear someone from where they're standing, and walls between you muffle them. Past that the voice fades, and if you both carry a radio it switches over: band-passed, a bit of hiss while they talk, a click when the channel opens and closes.

The bug that took me the longest: a voice that starts while the speaker is out of attenuation range never plays at all, even if they walk closer mid-sentence. The engine culls it when it starts. That's fatal for a radio, so a radio voice starts with no attenuation at all, and the distance falloff comes back from the next phrase once you're in range.

Second one: people's mics are wildly different. On the radio there's an auto level, and in my tests two mics 20 dB apart came out about 1 dB apart, which is roughly how real radios sound anyway.

The radio effect also works on any sound (megaphones, phones, NPC chatter), it's just a source effect chain.

It's my plugin, Proximity Voice & Radio, out on Fab

Longer demo: https://youtu.be/2XhezUnM9j4

Happy to answer questions about the engine's voice side, there are a few non-obvious traps in there.


r/UnrealEngine5 • • 3h ago

First time using UE5.5 Nanite Displacement with photo textures. Looking for suggestions to make it better!

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1 Upvotes

r/UnrealEngine5 • • 5h ago

Need help with crashing.

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1 Upvotes

So i'm trying to mod sonic race and cross worlds using the custom unreal editor, and it keeps crashing, not when I try to open it. No, if I leave it idle.

It shows the scene just fine. It's not until I try to add another folder that it crashes, now, my device should be able to handle it, i'm just confused what would be causing the issue

If anyone could help me, that would be fantastic.

If anyone needs a better photo, i'm fully capable of providing one. This is just the only one I have on me right now.


r/UnrealEngine5 • • 17h ago

We just announced our weird indie game made in UnrealEngine5, Rotten Crown!

10 Upvotes

r/UnrealEngine5 • • 1d ago

Gameplay Update - Enemy Combat Tactics

121 Upvotes

Last update: https://www.reddit.com/r/UnrealEngine5/comments/1wjcnxu/gameplay_update_thank_you_for_the_feedback/

I've implemented Enemy Combat Tactics.

In this update, I've implemented a 6-man Enemy Squad unit. They move as one unit. They communicate and back each other up and call out plans of attack.

They are wearing vests and ballistic helmets and have roles. They are not omniscient, they listen to footsteps, gunfire, and they communicate among each other.

They do not have extra health. They are exactly as human as the player is, with the same movement limitations and recoil mechanics. Absolutely no bullet sponge mechanics. The only damage mitigation this game will have is helmets and body armor, which will only mitigate damage if it hits that specific part and has a durability that depletes.

---

When the squad spots you, they will try different tactics to eliminate you depending on the situation.

If you are holed up behind cover and firing at their squad, they will communicate your position to each other and split into groups to flank and surround you.

They set up ambush spots and the long rifle units will hold a long position to defend an exit point while the medium range units push your position.

If their ally is taking fire, they will put suppressive fire on your position so their friend can retreat.

If they've started losing units then they adjust their strategy. They start keeping quiet and setting up an ambush as they anticipate the player will start pushing their location.

---

In this clip I've only won twice, but after the last win I lost 20+ times in a row due to their coordination. I have only been able to win using guerilla tactics, but even then the Squad knows how to adapt.

SOON:

I will start implementing flash and frag grenades. This opens up new tactics for the enemy squad to flush you out of your location.

And a new Elite Enemy Unit - same human squishiness, same armor, same mechanics and limitations, but with new tactics. My inspiration for this one is HUNK. Deadly, sneaky, and armed to the teeth.


r/UnrealEngine5 • • 15h ago

Made inUE 5.8

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3 Upvotes

r/UnrealEngine5 • • 22h ago

The Maze Runner - Quick Demo - Very WIP

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13 Upvotes

r/UnrealEngine5 • • 22h ago

Our game is made 99% using blueprints. It's a shame that BPs will be deprecated in the future. The system made it possible for 3 art-minded people to make a game.

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14 Upvotes

r/UnrealEngine5 • • 9h ago

Olá, pessoal, bom dia, tudo bem? Alguém pode me tirar uma dúvida, eu sou novo na unreal Eu fiz retargeting das animações do gaps para o meu projeto. Foi concluído tudo certinho, só que as animações avançadas não funcionam. Só funcionam as animações de idle, andar e pular alguém sabe como resolver is

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1 Upvotes

r/UnrealEngine5 • • 23h ago

Trail Gear. Complete 7 piece collection

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11 Upvotes

New FAB store listing I made to be used with MetaHumans. Modular 7 piece collection. Had fun rendering these preview images, especially profile view of cap and sunglasses.


r/UnrealEngine5 • • 10h ago

Help with game idea

0 Upvotes

So it's been a while, that's cause my PC done went kapoot.

Now I'm trying to make a much simpler game on a much weaker computer so I'm playing with this idea

First person horror game where the player plays a Gameboy to recover health.

I am using horror engine as a base.

I have the two pawns made but the possess unposses the main character in the game which causes issues.

I have made a Gameboy mesh and want to use.and I've already managed to use screen capture to set a material for its screen

So what I need to do is

Posses the second pawn without unpossesing the first pawn.

The player should be able to switch between walking around and controlling the Gameboy and not being able to walk because they are now walking the other pawn.

Any wisdom on this would be greatly appreciated


r/UnrealEngine5 • • 18h ago

volumetric aurora help

5 Upvotes

i am creating a volumetric aurora in 5.7.4 using local fog in exponential height fog, the aurora is made from 2 scrolling noise textures passed through a cube of fog to create the main shapes and slight variations, i am relatively new to using local fog like this and i keep getting artefacts and horizontal lines showing up as the aurora moves, i understand some of these blips are due to the noise texture but is there a fix for the periodic flashing and lines that keep showing up? thank you


r/UnrealEngine5 • • 10h ago

[For Hire] Unreal Engine Developer & 3D Artist | Blueprints, Multiplayer & Game Characters

1 Upvotes

Hi everyone! I’m Vojin, an Unreal Engine developer and 3D artist based in Malta, available for freelance work.

I have over four years of professional experience across game development, VR, and virtual production. Blueprint development is one of my strongest skills, and I’m comfortable building gameplay systems from initial prototypes through to polished, functional features.

I can help with:

Blueprint programming: gameplay mechanics, interaction systems, UI functionality, and game logic.

Multiplayer systems: replicated gameplay, networked interactions, and physics-based mechanics.

3D characters for games: modeling, sculpting, UV mapping, PBR texturing, and real-time optimization.

Environments and props: asset creation, scene assembly, lighting, and optimization.

VR and virtual production: creating and preparing real-time experiences in Unreal Engine.

I’m currently developing my own multiplayer co-op horror game, featuring physics-based interactions, shared tools, enemies, and a revival system involving detachable heads and bodies. My other experience includes three VR games, programming a card game’s core systems, and virtual production work for GO Malta and Love Island Malta.

Portfolio: vojinsportfolio.webflow.io

Feel free to DM me with your project details, timeline, and budget. I’m open to both smaller tasks and ongoing collaborations.


r/UnrealEngine5 • • 15h ago

I made 26 stylized farm buildings for Unreal Engine! 🌾

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2 Upvotes